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Try animating a White Wyrm at less than 100 necro & ss. You'll end up with a lesser animate. At 100/100 a white wyrm animates to a skeletal dragon. That's the basis of my skill statement. I think fame does play, but skill does too.

Try animating a White Wyrm at less than 100 necro & ss. You'll end up with a lesser animate. At 100/100 a white wyrm animates to a skeletal dragon. That's the basis of my skill statement. I think fame does play, but skill does too.

-OBSIDIAN-

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yep, I'm assuming it's that way for the lower level ones too, every 20/20 giving access to another tier.

Today on the Pub20 Test Center I've collected a lot of sample data for animate dead. Looking it over I could see the general algorithm but there were some cases which didn't match up. After a bit more testing, it turned out to be quite simple. Here's how it works:

As noted on the Necromancer spell details page, there are 5 different 'groups' of animates which are based on corpse type. Each animate has a 'requirement' level, which I'll explain after the list.

As you might have guessed, this number is then referenced into the lists above. There is, however, one more step. This 'casterAbility' value may never exceed the dead creatures fame. Put another way, you cannot animate higher than the corpse is powerful.

if ( casterAbility > corpseFame )
casterAbility = corpseFame;

An example of this:

A necromancer at 100 necromancy and 100 spirit speak (casterAbility = 18,000) raises a Wisp corpse. Wisps have 4,000 fame, so casterAbility becomes 4,000. That value is then referenced into the animates table and we see it'll turn into a skeletal knight.

Often it's easier to understand by example, so let's see what would happen when a 100nec, 80ss necromancer tried to animate a balron corpse:

It depends on the animate. Every 1.65 seconds the animate loses a single hit point. When it reaches 0 it dies. As such, the stronger the animate is (more HP) the longer it will last. A byproduct of this is that when two equal creatures--one animated and one not--are fighting, the one that's not animated will win.

Here's a table of the approximate min and max durations for each animate:

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